Linked Questions

0
votes
2answers
1k views

How to adjust my games speed to fps [duplicate]

Hi so i am making a small sort of physics engine, but if your fps is really slow the physics will update slower and objects will move slower. How do i make the speed of objects greater if the fps is ...
2
votes
1answer
604 views

What is the difference between framerate independent vs framerate dependent? [duplicate]

What is the difference between framerate independent vs framerate dependent? Can you please give an example.
3
votes
1answer
415 views

What are the advantages of having a real time based physics? [duplicate]

Possible Duplicate: Fixed time step vs Variable time step Now just let me clarify what I mean by "real time based physics", which I will call RTBP from now on. Well, basically, it implies taking, ...
0
votes
2answers
102 views

java capping fps [duplicate]

hello again I have a basic platformer game and I want to make an fps counter and cap the fps to 30 but I don't know how. I want this because when I start up the game sometimes the character moves ...
0
votes
1answer
109 views

Fps independent rotation [duplicate]

I'm trying in my game to have camera rotation speed idependent of fps. For keyboard it works without problems but not for mouse movoment. At 60 fps it works good but at 200 for example rotation is to ...
18
votes
2answers
5k views

RTS Game Protocol

I've been thinking about a multi player RTS game. The part that I can't seem to get around is keeping unit movement synced. If I move unit A to spot XY, I have to communicate that back to server that ...
17
votes
1answer
57k views

How to get and use delta time

I have mice looking and walking in my game, but they are very slow and hard to use. I think it's because I'm using fixed speed. I heard that in big projects developers use delta time. How do I ...
12
votes
3answers
14k views

Frame Independent Movement

I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and When should I use a fixed or variable time step? but I think I'm lacking a basic understanding of ...
7
votes
5answers
4k views

How to save and restore Bullet Physics state?

I'm looking for information on how to save the runtime state of rigid bodies with Bullet Physics. Most of my world consists of static objects, but I have a few dynamic and kinematic objects as well. I ...
15
votes
2answers
11k views

Semi-fixed or Fully-fixed timestep?

I am making an iphone shmup and am trying to decide what type of game loop to use. I want to use either semi-fixed timestep or fully-fixed timestep. With semi-fixed timestep I will make zero or more ...
8
votes
1answer
16k views

Time based movement Vs Frame rate based movement?

I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or ...
4
votes
5answers
9k views

Game Timer In C++

I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? ...
5
votes
2answers
2k views

Is it safe to set FPS rate to a constant?

I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is ...
7
votes
1answer
25k views

How do I make a game tick method?

I've seen in some other simple 2D games that a "tick" method is used to sync game logic and graphics rendering. My main reason for using this is due to my collision detection malfunctioning, since ...
8
votes
4answers
7k views

How to implement accurate frame-rate-independent physics?

So, I have been working on a project for a while now and recently stumbled across a problem: The common approach to frame-rate independent physics is to either use a fixed update interval (ie. Unity) ...

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